Game Engine Support

Add support for GameEngine requests - please this in constructor/startup

new GadgetRequestHandler().AddToRequestConverter();

Roll Call - Ask User to identify buttons

Adds a directive to the response that looks for buttons to be pressed, and assigns them to the list passed in on a first come first served basis (Good to use in combination with a general GadgetColor from GameController to show the user which buttons they can pick from)

Roll Call - Find mandatory gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are pressed down within the time it will return false.

Assuming the previous AddRollCall method was used, this would return a dictionary mapping first -> firstGadgetId, second -> secondGadgetId

Roll Call - Find optional gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are passed in, it will return a mapping for those distinct buttons pressed during the time. If the event was neither roll call nor time out, or no event was found, then it will return false.

Assuming the previous AddRollCall method was used, this would return:

a dictionary mapping first -> firstGadgetId, second -> secondGadgetId if both buttons were pressed

a dictionary mapping first -> firstGadgetId if one button was pressed within the timeout

a false result and a null mapping object if the event was neither rollcall nor timeout

Game Engine Support

Add support for GameEngine requests - please this in constructor/startup

new GadgetRequestHandler().AddToRequestConverter();

Roll Call - Ask User to identify buttons

Adds a directive to the response that looks for buttons to be pressed, and assigns them to the list passed in on a first come first served basis (Good to use in combination with a general GadgetColor from GameController to show the user which buttons they can pick from)

Roll Call - Find mandatory gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are pressed down within the time it will return false.

Assuming the previous AddRollCall method was used, this would return a dictionary mapping first -> firstGadgetId, second -> secondGadgetId

Roll Call - Find optional gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are passed in, it will return a mapping for those distinct buttons pressed during the time. If the event was neither roll call nor time out, or no event was found, then it will return false.

Assuming the previous AddRollCall method was used, this would return:

a dictionary mapping first -> firstGadgetId, second -> secondGadgetId if both buttons were pressed

a dictionary mapping first -> firstGadgetId if one button was pressed within the timeout

a false result and a null mapping object if the event was neither rollcall nor timeout